mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
dd98e92938
Should now pretty much fix all the blurs I could see (although the main menu (maybe other scenes too) has multiple blurs depending on the weather, not fixing that one tho).
96 lines
3.0 KiB
Plaintext
96 lines
3.0 KiB
Plaintext
<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 6d9067fd20086bc0
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// Used for: Vertical blur
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) noperspective out vec4 passParameterSem0;
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layout(location = 1) noperspective out vec4 passParameterSem1;
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layout(location = 2) noperspective out vec4 passParameterSem2;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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PS0f = intBitsToFloat(uf_remappedVS[0].x/resXScale) + R2f.x;
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// 1
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R0f.x = PS0f;
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R0f.y = R2f.y;
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PV1f.z = -(intBitsToFloat(uf_remappedVS[0].x/resXScale)) + R2f.x;
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R3f.w = R2f.y;
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R4f.x = R2f.x;
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PS1f = R4f.x;
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// 2
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R3f.x = PV1f.z;
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R4f.y = R2f.y;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z);
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// export
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passParameterSem1 = vec4(R3f.x, R3f.w, R3f.z, R3f.z);
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// export
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passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
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// 0
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}
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